[Mesa-dev] [PATCH] i965: Delete most of the linked GLSL IR when using NIR.
Tapani Pälli
tapani.palli at intel.com
Tue May 5 22:17:18 PDT 2015
On 05/06/2015 04:57 AM, Kenneth Graunke wrote:
> Vertex shader attribute and fragment shader output queries rely on being
> able to inspect top-level ir_variable objects. So, we have to keep
> those. However, functions and global temporary variables can be deleted
> with impunity.
>
> Saves 58MB of memory when replaying a Dota 2 trace on Broadwell.
>
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> ---
> src/mesa/drivers/dri/i965/brw_shader.cpp | 43 +++++++++++++++++++++++++++++++-
> 1 file changed, 42 insertions(+), 1 deletion(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp b/src/mesa/drivers/dri/i965/brw_shader.cpp
> index c1fd859..6e4abb2 100644
> --- a/src/mesa/drivers/dri/i965/brw_shader.cpp
> +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
> @@ -138,6 +138,45 @@ brw_lower_packing_builtins(struct brw_context *brw,
> lower_packing_builtins(ir, ops);
> }
>
> +static bool
> +is_vert_input_or_frag_output(gl_shader_stage stage, ir_variable *var)
I believe you'll need to save any input and output independent of shader
stage as with GL_ARB_program_interface_query application can query if
some input or output is referenced by a given stage. Did you encounter
any failures on Piglit tests?
I've been working to get rid of ir_variable on the background but it has
taken a bit of time as there seems to be always something else to be
worked first 'priority wise' ... but I think this is a nice start
anyways to get rid of most IR in memory.
> +{
> + if (var) {
> + if (stage == MESA_SHADER_VERTEX) {
> + return var->data.mode == ir_var_shader_in ||
> + var->data.mode == ir_var_system_value;
> + }
> +
> + if (stage == MESA_SHADER_FRAGMENT) {
> + return var->data.mode == ir_var_shader_out;
> + }
> + }
> + return false;
> +}
> +
> +/**
> + * Delete GLSL IR except for VS inputs and FS outputs.
> + *
> + * Once we've translated to NIR, we don't need most of the linked GLSL IR anymore.
> + * However, GL API calls for introspecting certain shader inputs/outputs
> + * (shader_query.cpp) require us to keep some top-level ir_variables.
> + */
> +static void
> +delete_most_glsl_ir(struct gl_shader *shader)
> +{
> + void *mem_ctx = ralloc_context(NULL);
> + ralloc_adopt(mem_ctx, shader->ir);
> +
> + foreach_in_list_safe(ir_instruction, ir, shader->ir) {
> + if (!is_vert_input_or_frag_output(shader->Stage, ir->as_variable()))
> + ir->remove();
> + }
> +
> + reparent_ir(shader->ir, shader->ir);
> + ralloc_free(mem_ctx);
> +}
> +
> +
> static void
> process_glsl_ir(struct brw_context *brw,
> struct gl_shader_program *shader_prog,
> @@ -297,8 +336,10 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
>
> brw_add_texrect_params(prog);
>
> - if (options->NirOptions)
> + if (options->NirOptions) {
> prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage);
> + delete_most_glsl_ir(shader);
> + }
>
> _mesa_reference_program(ctx, &prog, NULL);
> }
>
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